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Warriors: Just F it

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Posted by: Dand.8231

Dand.8231

As I’m sure you all guessed, I of course, am referring to the use of our F keys. We currently have F1 as our burst as you all know, but what about F2? 3? 4?

Here is a short repost from another thread of mine, a series of additional burst skills, determined by a warriors 2handed or offhand weapon. {Brackets} indicate variables based on adrenal level.

Greatsword
F2 – Blade Cyclone: Spin in a circle, releasing a fiery shockwave that damages and burns nearby foes. Combo Field Fire, {1/2/3} Seconds, AOE Range 600

Axe
F2 – Dismember: A quick strike that hacks off a chunk of an opponents armor, leaving them more vulnerable to attacks for a short time. No damage, applies Vulnerability {5/10/15} for 10 seconds, Range 130, CT 1/4, CD 10.

Mace
F2 – Dustbowl: Slams your weapon into the ground, kicking up a cloud of dust, sand, ice, or dirt, blinding and confusing nearby foes for {1/2/3} seconds. Combo Field Smoke, {1/2/3} seconds, AOE Range 450.

Sword
F2 – Trailblazer: Charge forward, striking, burning, and bleeding all foes in a line, and leaving behind a trail of fire. Combo Field Fire, {1/2/3} seconds. Range 900.

Longbow
F2 – Infused Arrow: Charge an arrow with intense flames, before launching it at an enemy. On contact, the arrow will explode, knocking down all foes within 130 of the blast. CT 1.5

Rifle
F2 – Covering Fire: Lay down an extremely rapid fire volley of bullets, striking foes in a tight cone every second, for 5 seconds. Every hit has a 10% chance to inflict cripple for 1 second. CT 5/Channeled.

Hammer
F2 – Unheaval: Slams the ground, damaging foes and creating a ring of upturned earth thats impassible for {2/4/6} seconds. CT 3/4.

Shield
F2 – Shield Wall: Enter a stance where you block all attacks for {1/2/3} seconds, but may continue to attack and use skills. Damage you inflict during is reduced by 25%, and generate no adrenaline strikes.

Warhorn
F2 – Shatter Eardrums: A sonic shockwave that dazes all nearby foes for {1/1.5/2} seconds. CT 0, Range 450.

So now we have an alternate burst skill, making our offhand weapon more meaningful, and offering cool new options!

Next, I’d like to address both the “clunkiness” and unwieldy nature of banners, and our lack of an F3 or F4 button in one fell swoop!

Banners
Banners now work using a toggle on/off system, not unlike an engineers toolbelt. When toggled on, the banner is displayedon your characters back, and provides its passive bonuses to allies within range. The F3 and F4 buttons also become available, with F3 being Inspire, and F4 a banner specific skill. Only one banner may be active at a time, and toggling off/swapping banners will incur a 30 second cooldown. Banners can no longer be dropped, lost, stolen, etc.

F3 – Inspire: Nearby allies gain swiftness for 8 seconds. CT 1, CD 15
Largely unchanged from the current banners, with a slight duration nerf due to its increased ease of access

Strength Banner
Passive: +100 Power, +10% Condition Duration
F4 – Staggering Strike: Swing your banner in a circle, knocking, damaging, and applying vulnerability to all foes. Damage 750 @80, Range 130, Knockback 180, Whirl Finisher, CT 1, CD 15

Arms Banner
Passive: +100 Precision, +100 Condition Damage
F4 – Sharpened Strikes: Nearby allies will inflict 1 additional stack of bleeding on their next direct attack, CT 1, CD 15

Defense Banner
Passive: +100 Toughness, -10% Hostile Condition Duration
F4 – Steadfast: Nearby allies gain protection for 3 seconds, CT1, CD 15

Tactics Banner
Passive: +100 Healing, +10% Boon Duration
F4 – Compassion: Nearby allies heal 750 @80, and gain regen 5 seconds, CT 1, CD 15

Battle Standard (Elite)
Passive: +75 Power, +75 Precision, +75 Condition Damage
F4 – Final Crusade!: Nearby downed allies immediately rally, CT 2, CD 240

(edited by Dand.8231)

My Dream Warrior, V2

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Posted by: Dand.8231

Dand.8231

Quite the read, I know!

Pipe dream? Obviously! But it was fun to write, so if you enjoyed the read, please comment! Thanks for coming this far!

My Dream Warrior, V2

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Posted by: Dand.8231

Dand.8231

New Burst Skills!
All warriors now have access to a new F2 Burst skill, which is determined by their 2handed or offhand weapon. {Brackets} indicate variables based on adrenal level.

Greatsword
F1 – Arching Slice: Leap to the base of your target and deliver an upwards strike. Adrenal 1 is just damage, Adrenal 2 adds a knockback, and Adrenal 3 changes knockback to launch. Combo Finisher Leap. Range 600.

F2 – Blade Cyclone: Spin in a circle, releasing a fiery shockwave that damages and burns nearby foes. Combo Field Fire, {1/2/3} Seconds, Range 600

Axe
F2 – Dismember: A quick strike that hacks off a chunk of an opponents armor, leaving them more vulnerable to attacks for a short time. No damage, applies Vulnerability {5/10/15} for 10 seconds, Range 130, CT 1/4, CD 10.

Mace
F2 – Dustbowl: Slams your weapon into the ground, kicking up a cloud of dust, sand, ice, or dirt, blinding and confusing nearby foes for {1/2/3} seconds. Combo Field Smoke, {1/2/3} seconds, Range 450.

Sword
F2 – Trailblazer: Charge forward, striking, burning, and bleeding all foes in a line, and leaving behind a trail of fire. Combo Field Fire, {1/2/3} seconds. Range 900.

Longbow
F2 – Infused Arrow: Charge an arrow with intense flames, before launching it at an enemy. On contact, the arrow will explode, knocking down all foes within 130 of the blast. CT 1.5

Rifle
F2 – Covering Fire: Lay down an extremely rapid fire volley of bullets, striking foes in a tight cone every second, for 5 seconds. Every hit has a 10% chance to inflict cripple for 1 second. CT 5/Channeled.

Hammer
F2 – Unheaval: Slams the ground, damaging foes and creating a ring of upturned earth thats impassible for {2/4/6} seconds. CT 3/4.

Shield
F2 – Shield Wall: Enter a stance where you block all attacks for {1/2/3} seconds, but may continue to attack and use skills. Damage you inflict during is reduced by 25%, and generate no adrenaline strikes.

Warhorn
F2 – Shatter Eardrums: A sonic shockwave that daze all nearby foes for {1/1.5/2} seconds. CT 0, Range 450.

Rampage (Elite)
Transform into a massive Juggernaut. Every second you’re in this form drains 2 strikes of adrenaline, and the transformation ends when there is no more adrenaline to fuel your rage. Your attacks continue to generate adrenaline normally but all other sources (Traits/BerserkerStance/Fury Signet/Etc) only generate half. F1 and F2 are unavailable. Cooldown 60 seconds.

Passive: Gain Stability and Protection for the duration of this transform.
Active: Your attacks are all unarmed, smashes, kicks and slams.

1. Smash: Inflicts heavy damage (Unchanged)
2. Kick: Knockback foes (Unchanged)
3. Battering Ram: Charge a short distance in a straight line, damaging and launching any opponents hit
4. Hurl Boulder: Throw a boulder and knock down your foe (Unchanged)
5. Stomp: Damage and launch nearby foes (Unchanged)

Ancient Bloodlust
Your lust for fighting attracts the soul of a long dead warlord, hungering for one final glorious battle. Every second you’re in this form drains 2 strikes of adrenaline, and the transformation ends when there is no more adrenaline to keep the spirit interested. Your attacks continue to generate adrenaline normally but all other sources (Traits/BerserkerStance/Fury Signet/Etc) only generate half. F1 and F2 are unavailable. Cooldown 60 seconds.

Passive: Gain Stability and Retaliation for the duration of this transform.
Active: In this form, you wield a massive greataxe, which rends and dismembers foes with great sweeping attacks.

1. Gash, Rend, Dismember (Chain): Inflicts heavy damage, Dismember causes cripple for 1 second. CT 1/2 for all 3 strikes.
4. Broad Sweep: Damage and immobilize all foes in a short cone for 1 second, Range 450, CT 3/4, CD 6
3. Split the Ranks: Leaps to target location, inflicting AOE damage and fear to all enemies within the radius, Range 600, AOE Range 450. CT 1/2, CD 12
4. Assault: Charge a target, bashing it with the hilt of your greataxe and stunning it for 0.5 seconds, range 600, CD 12
5. Decimate: A slow but extremely deadly attack, raise your axe above your head and attempt to cleave an opponent in two. Inflicts an automatic critical for massive damage to a single target. CT 2, CD 20

My Dream Warrior, V2

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Posted by: Dand.8231

Dand.8231

Tactics – A skilled soldier can win a battle, but it takes a skilled general to win wars.
Weapons: Warhorn, Banners, Shouts.

5 – Field Medic – Revive {5/10/15%} faster based on adrenal level

10
1. Leg Specialist – Immobile for 1 second whenever you apply cripple
2. Empower Allies – Increase the power of nearby allies by 70
3. Thunderous Banners – Banner skills damage nearby enemies
4. Piercing Shouts – Shouts also apply weakness to nearby enemies
5. Sonic Disruption – Warhorn skills will dispel a single boon from nearby enemies
6. Channel Victory – Gain 4 strikes of adrenaline when you down an opponent, or rally an ally

15 – Never Give up! – Nearby downed allies will gain +5 toughness/level

20
7. Shout Mastery – Booming Voice: -20% cooldown, shout ranges increased to 1200 and can now affect up to 8 allies instead of 5
8. Banner Mastery – Bearers Inspiration: -20% cooldown, banner ranges increased to 1200 and can now affect up to 8 allies

instead of 5
9. Warhorn Mastery -20% cooldown, warhorn skills convert 1 condition to a boon for nearby allies
10. Brutal Warfare – Every other condition you apply, now also applies 1 stack of vulnerability (3 second CD)

25 – Revivers Rally – Grant protection to nearby allies when you revive someone

30
11. Vigorous Shouts – Unchanged, Shouts heal allies
12. Inspiring Banners – Unchanged, Banners grant regeneration to allies

Discipline – Forget the loudmouth berserker with no self control, it’s the quiet ones you need to worry about.
Weapons: Physical Abilities, Adrenaline Management, Burst Skills.

5 – Versatile Rage, Unchanged

10
1. Empowered Attacks – Increase damage by 1% for every unique boon on you
2. Adrenal Might – Increases damage by 2/4/6% based on adrenal level
3. Controlled Bursts – Bursts that are interupted for any reason do not go on cooldown
4. Adrenal Frenzy – Increases critical by 2/4/6% based on adrenal level
5. Quick Recovery – Automatically activates berserker stance after using a burst skill (CD 30 seconds)

15 – Fast Hands – Unchanged

20
7. Physical Mastery – Combat Training: -33% cooldown on physical abilities, and stances
8. Sweet Vengeance – Auto rally when you kill someone during vengeance
9. Warriors Sprint – Run 11/22/33% faster, based on adrenal level. Does not stack speed with swiftness.
10. Mobile Strike – Movement skills break immobilize and cripple

25 – Versatile power – Unchanged

30
11. Burst Mastery -20% cooldown, and will leave the warrior with 2/4/6 adrenaline strikes
12. Feel the Rush – Whenever you would gain 1 or more adrenal strikes at full adrenaline, you gain a random boon for 3

seconds

New/Changed Skills

Banners
Banners now work using a toggle on/off system, not unlike an engineers toolbelt. When toggled on, the banner is displayed

on your characters back, and provides its passive bonuses to allies within range 900 (1200 Traited). The F3 and F4 buttons

also become available, with F3 being Inspire, and F4 a banner specific skill. Only one banner may be active at a time, and

toggling off/swapping banners will incur a 30 second cooldown. Banners can no longer be dropped, lost, stolen, etc.

F3 – Inspire: Nearby allies gain swiftness for 8 seconds. CT 1, CD 15, Range 900

Strength Banner
Passive: +100 Power, +10% Condition Duration
F4 – Staggering Strike: Swing your banner in a circle, knocking, damaging, and applying vulnerability to all foes. Damage

750 @80, Range 130, Knockback 180, Whirl Finisher, CT 1, CD 15

Arms Banner
Passive: +100 Precision, +100 Condition Damage
F4 – Sharpened Strikes: Nearby allies will inflict 1 additional stack of bleeding on their next direct attack, CT 1, CD

15, Range 900

Defense Banner
Passive: +100 Toughness, -10% Hostile Condition Duration
F4 – Steadfast: Nearby allies gain stability for 3 seconds, Range 900

Tactics Banner
Passive: +100 Healing, +10% Boon Duration
F4 – Compassion: Nearby allies heal 750 @80, and gain regen 5 seconds, Range 900

Battle Standard (Elite)
Passive: +75 Power, +75 Precision, +75 Condition Damage
F4 – Final Crusade!: Nearby downed allies immediately rally, CT 2, CD 240

My Dream Warrior, V2

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Posted by: Dand.8231

Dand.8231

Fellow Warriors, gather and listen, for I have a dream!
A dream of our future, of untold wars, glorious battles, honor, and victory!

Traits Rework

Strength – Lay low your enemy with the strength and tenacity you were born to unleash!
Favored Weapons: Axe, Mace, Greatsword

5 – Death From Above – Damage + launch foes, 50% less damage from falls

10
1. Restorative Strength – Unchanged
2. Short Temper – Gain 3 stacks of might and 1 adrenaline strike each time you are blocked or dodged
3. Powerful Blows – Knockedback and launched foes will be sent flying even further
4. Furious Chains – The third chain hit on your melee weapons grants you Fury for 2 seconds
5. Channel Strength – Gain 1 adrenaline strike when a stack of might wears off
6. Channel Anger – Gain 2 strikes of adrenaline when you launch a foe

15 – Knocked Senseless – Gain 2 stacks of might and apply 1 stack of confusion each time you launch or knockdown a foe

20
7. Axe Mastery – Armor Splitter: -20% cooldown, +25% benefit from vulnerable conditions on foe
8. Mace Mastery – Painful Bruise: -20% cooldown, +20% damage versus weakened foes
9. Greatsword Mastery – Sweeping Blows: -20% cooldown, Greatsword range is 160 and can hit 1 additional target
10. Unstoppable Force – While under the effects of stability, burst attacks will launch foes

25 – Reckless Dodge – Damage and launch foes you pass through with a dodge roll

30
11. Strength of Determination – Whenever one of your weapon attack skills is interupted, gain stability for 3 seconds (CD 20 sec)
12. Unlimited Power – Every hit you land has a 33% chance to grant you a stack of might

Arms – Every foe, no matter how large or powerful, has a weak point.
Favored Weapons: Sword, Rifle, Longbow

5 – Precise Strikes, Unchanged

10
1. Opportunist – Gain fury when you immobilize a target
2. Furious Speed – Gain swiftness for 2 seconds and clear 1 movement imparing effect (immob, crip,chill) on critical hits
3. Deep Cuts – Unchanged, Bleeds last 50% longer
4. Rending Strikes – Unchanged, 33% vulnerable on crit
5. Channel Ferocity – 50% to gain 1 extra adrenaline strike from each critical
6. Channel Precision – 33% to gain 1 strike of adrenaline whenever you hit a burning or bleeding foe

15 – Critical Burst – Unchanged

20
7. Rifle Mastery – Piercing Rounds: -20% cooldown, rifle shots pierce targets
8. Longbow Mastery – Stronger Bowstrings: -20% cooldown, increase range to 1200
9. Sword Mastery – Firey Spirit: -20% cooldown, 3rd chain hit will apply burning
10. Opportunist – Unchanged, Gain fury whenever you immobilize a target

25 – Attack of Opportunity – +10% damage vs bleeding OR burning foes, +15% damage against bleeding AND burning foes

30
11. Ferocious Speed – Gain 1 second of quickness after each critical strike (CD 10 sec)
12. Last Chance – Unchanged, Gain quickness for 4 seconds vs foes with under 25% health (CD 60 sec)

Defense – Stand tall in the face of adversity!
Favored Weapons: Hammer, Shield, Signets

5 – Vital Response – Gain vigor for 0.5 seconds whenever you suffer direct damage

10
1. Missile Deflection – Reflect missiles while blocking
2. Vigorous Return – +33% additional health when downed, and when rallied
3. Dogged March – Unchanged
4. Determined Chains – The third chain hit on your melee weapons grants you protection for 1.5 seconds
5. Channel Pain – Gain 1 adrenaline strike when hit
6. Channel Revenge – Gain 1 strike of adrenaline for each attack you block or dodge

15 – Armored Attack – 5% of Toughness adds to power

20
7. Hammer Mastery – Avalanche Style: -20% cooldown, +20% damage versus stunned/knocked down foes
8. Shield Mastery – Stand Tall: -20% cooldown, gain aegis after using a shield skill
9. Signet Mastery – Armored Adornments: +50% cooldown, but signets continue to provide their passive bonus while on cooldown
10. Last Stand – Auto-activates balanced stance when hit with a control effect (CD 60 sec)

25 – Trolls Blood – Gain regeneration while in combat

30
11. Defy Death: Activates endure pain at 25% health
12. Spiked Armor: Gain 1 stack of retaliation (3 seconds) every 10 seconds

Healing Signet still worthless.

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Posted by: Dand.8231

Dand.8231

Jon, great to know our forum feedback is being heard at some level, thanks for the reply!

That being said, here are some ideas that could potentially make healing signet somewhat more viable. Not all of them are mine, a few are crowdsourced from this forum.

1. Passive: Gain a small heal (200~) every you earn adrenaline. Each gain would only proc a small heal regardless of how much is gained. (IE Sig of Fury would only proc the heal once, not 30 times, same goes for swap, zerker stance, etc).

2. Move it from the Heal6 to a Utility7-9, much like the ranger regen signet. Leave the passive effect as is (maybe even a tiny bit weaker since our 6 is now available) and change the active to “Grants regeneration 9s to all nearby allies, cooldown 25.”

I’d also really like to see Warriors Dolyak Signet, Guardians Judgement Signet, and Rangers Stone Signet all brought into line with one another.

All three say the same thing “Passive: Reduces incoming damage” and yet all 3 have a different bonus. Rangers gives kitten toughness, Warriors gives decent toughness, and Guardians gives a straight 10% damage reduction. Obviously the Guards is the best, having the best % of reduction, and suffering from no diminishing returns to boot.

I cant speak to Rangers active, but I feel a good replacement Active for Dolyak would be something involving Protection and/or Retaliation. We have no way to get Protection, putting a passive 10% on Dolyak and Active Protection effect would be beautiful.

A new Dolyak, combined with a Healing Sig update could really make Warrior sustainability a thing!

Signet of Dolyak, Judgement, and Inc Buffs!

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Posted by: Dand.8231

Dand.8231

Probably only the billionth time these two have been compared.
Dolyak 90 Toughness =/= Judgement 10% Damage Redux

I forget the exact math, but I think 90 toughness worked out to be about 1% damage reduction for the average warrior. Yes, the active is good, but not 9% difference good.

Any chance this is getting corrected in the upcoming “signet patch” I’ve been hearing about on the forums? I heard they’re “doubling” a lot of signet passives. 90 tough to 180 tough? Still hardly seems on par with Judgement Signet.

Healing Signet Buff?

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Posted by: Dand.8231

Dand.8231

I’d like to see Signet of healing buffed myself. Pre-nerf, it was crazy OP at low level but scaled very poorly. Now it feels balanced at low level but… still scales poorly.

At level 80:
Healing Surge, 30 second CD
Adren0 = 5.7k, or 190 HPS
Adren1 = 6.4k, or 213 HPS
Adren2 = 7.3k, or 244 HPS
Adren3 = 9k, or 300 HPS

Healing Signets passive is worth 222 HPS
Active is 3.8k, with a 20 second CD, which is 190 HPS.

And healing surge also restores adrenaline. In other words, healing surge is generally much better than healing signet. Obviously for burst healing, but mathematically even in long sustained fights… just simply make sure your adrenaline is 2 or 3 before using.

WvW Crashing FAIL

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Posted by: Dand.8231

Dand.8231

Every night in WvW I find my game crashing 2-3 times. And EVERY TIME it crashes, I end up back in town.

With gear damage

Having to wait in the 20 minute Queue again

Only to run halfway across the map to rejoin my guild or the random zerg

Anet, what. the. kitten.

PLEASE change it so players have a short GRACE PERIOD during which they can rejoin and stay in WvW. I don’t mind if I rejoin dead (to deter alt-f4’ers), but I REALLY hate being punished for the next half hour, because of your games crash-prone coding and instability.

PS: My system is stable and in perfect health. None of my other dozen pc games or my os have any issues whatsoever.

The "My Dream Warrior Traits" Thread

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Posted by: Dand.8231

Dand.8231

Tactics
5 – Fast Healer – Revive 5/10/15% faster based on adrenal level

1. Leg Specialist – Immobile for 1 second whenever you apply cripple
2. Empower Allies – Increase the power of nearby allies by 70
3. Thunderous Banners – Banners do damage and cripple nearby enemies for 2 seconds when summoned, and planted (5 ability)
4. Piercing Shouts – Shouts also apply weakness to nearby enemies
5. Sonic Disruption – Warhorn skills will dispel a single boon from nearby enemies
6. Channel Victory – Gain 4 strikes of adrenaline when you down an opponent, or rally an ally

15 – Never Give up! – Nearby downed allies will gain +5 toughness/level

7. Shout Mastery -20% cooldown, shouts can now affect up to 8 allies
8. Banner Mastery -20% cooldown, banners will teleport near the warrior every 5 seconds
9. Warhorn Mastery -20% cooldown, warhorn skills convert 1 condition to a boon
10 Brutal Warfare – Every other condition you apply, now also applies 1 stack of vulnerability (3 second CD)

25 – Revivers Rally – grant regen to allies when you revive someone

11. Vigorous Shouts – Unchanged, Shouts heal allies
12. Inspiring Banners – Unchanged, Banners grant regeneration to allies

Discipline
5 – Versatile Rage, Unchanged

1. Empowered Attacks – Increase damage by 1% for every unique boon on you
2. Adrenal Might – Increases damage by 2/4/6% based on adrenal level
3. Controlled Bursts – Bursts that are interupted do not go on cooldown
4. Adrenal Frenzy – Increases critical by 2/4/6% based on adrenal level
5. Quick Recovery – Automatically activates berserker stance after using a burst skill (CD 30 seconds)

15 – Fast Hands – Unchanged

7. Physical Mastery -20% cooldown on physical abilities, and stances
8. Sweet Vengeance – Auto rally when you kill someone during vengeance
9. Warriors Sprint – Run 11/22/33% faster, based on adrenal level
10. Mobile Strike – Movement skills break immobilize and cripple

25 – Versatile power – Unchanged

11. Burst Mastery -20% cooldown, and will leave the warrior with 2/4/6 adrenaline strikes
12. Feel the Rush – Whenever you would gain an adrenal strike at full adrenaline, you have a 33% chance to gain a random boon for 3 seconds

Comment, critique, or post your own!

The "My Dream Warrior Traits" Thread

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Posted by: Dand.8231

Dand.8231

Was quite bored and trapped today, so I wrote up my own dream rework of warrior traits. Multiple different abilities that function and work together, rather than the current layout which seems to have a bland lack of synergy, and a mishmosh of what each trait path is supposed to do.

As you can see I’ve assigned three “roles” to each trait path.

Strength – Axe, Mace, Greatsword. Lots of power, might, knocking foes about.

Arms – Sword, Rifle, Longbow. All about with bleeds, burns, and crits.

Defense – Hammer, Shield, Signets. Defensive Boons, Health Regen, and Retaliation.

Tactics – Warhorn, Banners, Shouts. Warlord play style that enhances team performance more than directly improving self performance.

Discipline – Physical Abilities, Adrenaline Management, Burst Skills. Can become a burstaholic, sit on adrenaline for bonuses, or mix it up!

Strength
5 – Death From Above – Damage + launch foes, 50% less damage from falls

10
1. Restorative Strength – Unchanged
2. Short Temper – Gain 3 stacks of might each time you are blocked or dodged
3. Powerful Blows – Knockedback and launched foes will be sent flying even further
4. Furious Chains – The third chain hit on your melee weapons grant you Fury for 2 seconds
5. Channel Strength – Gain 1 adrenaline strike when a stack of might wears off
6. Channel Anger – Gain 2 strikes of adrenaline when you launch a foe

15 – Knocked Senseless – Gain 2 stacks of might and apply 1 stack of confusion each time you launch or knockdown a foe

20
7. Axe Mastery: -20% cooldown, +50% benefit from vulnerable conditions on foe
8. Mace Mastery: -20% cooldown, +20% damage versus weakened foes
9. Greatsword Mastery: -20% cooldown, Greatsword range is 160 and can hit 1 additional target
10. Unstoppable Force – While under the effects of stability, burst attacks will launch foes

25 – Reckless Dodge – Damage and launch foes you pass through with a dodge roll

30
11. Strength of Determination – Whenever one of your weapon attack skills is interupted, gain stability for 3 seconds (CD 15 sec)
12. Unlimited Power – Every hit you land has a 33% chance to grant you a stack of might

Arms
5 – Precise Strikes, Unchanged

10
1. Opportunist – Gain fury when you immobilize a target
2. Furious Speed – Gain swiftness for 2 seconds and clear 1 movement imparing effect on critical hits
3. Deep Cuts – Bleeds last 50% longer
4. Rending Strikes – Unchanged, 33% vulnerable on crit
5. Channel Ferocity – 50% to gain 1 extra adrenaline strike from each critical
6. Channel Precision – 33% to gain 1 strike of adrenaline whenever you hit a burning or bleeding foe

15 – Critical Burst – Unchanged

20
7. Rifle Mastery: -20% cooldown, rifle shots pierce targets
8. Longbow Mastery: -20% cooldown, increase range to 1200
9. Sword Mastery: -20% cooldown, 3rd chain hit will apply burning
10. Opportunist – Unchanged, Gain fury whenever you immobilize a target

25 – Attack of Opportunity – +10% damage vs bleeding OR burning foes, +15% damage against bleeding AND burning foes

30
11. Ferocious Speed – Gain 1 second of quickness after each critical strike (CD 10 sec)
12. Last Chance – Unchanged, Gain quickness for 4 secnds vs foes with under 25% health (CD 60 sec)

Defense
5 – Vital Response – Gain vigor for 3 seconds whenever struck by a critical

10
1. Missile Deflection – Reflect missiles while blocking
2. Turtles Defense – Gain protection for 1 second every second you’re moving at walking speed or standing still
3. Vigorous Return – +25% additional health when downed, and when rallied
4. Determined Chains – The third chain hit on your melee weapons grants you aegis for 2 seconds
5. Channel Pain – Gain 1 adrenaline strike when hit
6. Channel Revenge – Gain 1 strike of adrenaline for each attack you block or dodge

15 – Armored Attack – 5% of Toughness adds to power

20
7. Hammer Mastery -20% cooldown, +20% damage versus stunned/knocked down foes
8. Shield Mastery -20% cooldown, gain aegis after block ends
9. Signet Mastery -20% cooldown, Signets continue to provide their passive bonus while on cooldown
10. Last Stand – Auto-activates balanced stance when hit with a control effect (CD 60 sec)

25 – Trolls Blood – Regen 5 + (1.5625 * Level) + (0.125 * Healing Power) health every second while in combat

30
11. Defy Death: Activates endure pain at 25% health
12. Spiked Armor: Gain 1 stack of retaliation every 10 seconds

WvW Crashes and Re-Queues

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Posted by: Dand.8231

Dand.8231

So lately, my GW2 has been crashing about 2-3 times a night, only in WvW. I can PvE or PvP all day long without issue.

So of course, I keep getting booted out of WvW. it doesn’t matter how fast I reopen GW2, im back in LA by the time I login. So while my guild is WvWing, im sitting in a half hour queue, 2-3 times a night. Fun.

Cant we DO SOMETHING ABOUT THIS? Cant we have a 3 minute grace period to remain in WvW after a crash?? I dont even care if it auto-kills me, I just dont want to have to sit through primetime Queues three times a night because the game is unstable.

PS: for the record my rig is totally stable and I update my gcard drivers on the reg. I can play any other game w/o issue, my OS is stable, and even GW2 PvE/Pv kitten table, its just WvW.

Fellow Banner Warriors, Rally to Me!

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Posted by: Dand.8231

Dand.8231

60s cool down with 100% uptime, 3 available banners hot swappable at will, no penalty to weapon skills a la engie, slight nerf to stat bonuses, and so on. I have read your post. I am not a troll. The ideas are cool but are not feasible

Well, then suggest maybe ways to make the idea more feasible instead of blasting it?

Do you think allowing only a single banner at a time would make more sense? Under the current system you can still get 3 banners, all providing bonuses. The complication there is that its clunky to keep them with you when mobile, people steal them, bugs, etc… all the stuff I’ve said a dozen times.

HOWEVER, none of these problems with banners really seem to have been INTENDED as a limitation, to balance them out. People stealing, buggy pickups, etc, all seem to be oversights, something ANet failed to consider fully. (No hard feelings ANet, we all make mistakes.)

The only limitation I see as being an INTENTIONAL limit, is the immobility.

Given the fact that currently banners are largely considered to be Underpowered, and that I suggested reducing the stat buff slightly, removing this ONE limitation, the immobility, would seem to balance out quite nicely.

Wearing it on your back addresses the immobility of multiple banners: BUFF

Reducing the stats makes them less potent: NERF

The toggle eliminates the pickup/drop/cast time: BUFF

The toggle eliminates the pickup/drop bugs: BUG FIX

The toggle/place/60s return greatly reduces banner theft: QoL BUFF (Quality of Life)

The toggle removes the ability to blast finisher or choose location when summoning: NERF

So three Buffs, Two Nerfs, and a Bug Fix. Net gain of 1 buff, and 1 bug fix. Since its currently underpowered, that seems like a good move to me.

Fellow Banner Warriors, Rally to Me!

in Warrior

Posted by: Dand.8231

Dand.8231

im glad you take this all personally. it makes me feel good inside to know that i have caused you such anguish

that doesn’t make someone a troll.

See the contradiction?

i still think your idea sucks. why go through all the hassle of making it a kit that does exactly what it does now? just .. pick up your banner ..

If it were as simple as picking it up, there would be no issue. I’ve already listed why picking up the banner is a nightmare in prior posts. In my opinion, it’s a clunky, unfun, and troublesome system, which could be greatly improved upon. You’re entitled to your opinion as well, but I would suggest you go actually go try and run 2-3 banners in a FotM 10+ dungeon, a few rounds of sPvP, and then a day of WvW. You might be tempted to reevaluate that opinion afterwards.

you have yet to address any penalties to balance your changes.

Untrue. Again, prior posts, including my original post. That’s why I suspect you’re either not reading or trolling.

Fellow Banner Warriors, Rally to Me!

in Warrior

Posted by: Dand.8231

Dand.8231

@Dand
I think he’s just saying, it would be a little unbalanced to be able to carry around all three banners on your back, and receive the passive bonus with absolutely zero downtime. It’s just +90 to 8 stats, all the time, is what I took from your initial post.

Like I said in my earlier post, I think an easier and more fair change would be to have the ability to press the banner utility button again to pick up the banner, returning it to your utility slot, and resetting any cooldowns.

I already addressed that in my initial post. Having this sort of uptime is hardly unbalancing or overpowered. Especially since you can currently achieve something like 98% uptime with the banner trait currently! If it’s so overpowered, where are all the dozens of banner warriors running around abusing it?

My suggestion actually nerfs the stats from 90/90 to 60/60, but greatly improves the fluidity, and ease of use. It’s just extremely clunky to actually use the banners currently, and often the time your character spends managing them would be better spent doing something else to help the group.

Your idea, resetting the banner on a second press, only addresses SOME of the issues. You still need to spend time resummoning it, and picking it up, suffering through the F priority, pick-up-autorun bug, the drop-swap bug.

Engine kits replace weapon skills. So does an equipped banner.

What you want to do is add engine kits to warrior without replacing our weapon skills

How did you get this wrong again? Go re-read my original post, and my more recent post, which directly addressed your misconception. Actually, I’ll quote myself, pretentious as that may be =P

Engineers have various kits they can toggle on/off. When on, their weapon is effectively stowed, and 1-5 become their kit abilities. They can switch back to their rifle on a whim by toggling it off.

What I’m proposing is that warriors have banners they can toggle on/off. When on, their weapon is effectively stowed, and 1-5 become their banner abilities. They can switch back to their weapon of choice on a whim by toggling it off.

What you guys are asking for is the ability to have the skills of grandmaster traits from more than 2 trees in a spec by having superb banners and still having your pimped out dps.

I’m fairly certain you’re either not reading, or grossly misunderstanding everything you do read. Any chance you could stop trolling my thread now, please?

(edited by Dand.8231)

Fellow Banner Warriors, Rally to Me!

in Warrior

Posted by: Dand.8231

Dand.8231

Giving us the ability to carry a banner while still fully equipping our weapon sets is too much. It would be like giving an engie a grenade kit and allowing him to keep his rifle, or whatever other analogy you want.

What??? What I’m suggesting here, is almost EXACTLY what the engineer currently has.

Engineers have various kits they can toggle on/off. When on, their weapon is effectively stowed, and 1-5 become their kit abilities. They can switch back to their rifle on a whim by toggling it off.

What I’m proposing is that warriors have banners they can toggle on/off. When on, their weapon is effectively stowed, and 1-5 become their banner abilities. They can switch back to their weapon of choice on a whim by toggling it off.

Engineer Kits EACH provide 5 powerful kit-specific active abilities.

Every Banner provides the same 4 abilities (slot 1,3,4,5), and 1 banner-specific ability (slot 2). The abilities are generally much weaker then engineer kits, but the banner also provides a small passive bonus (+90 to two stats) which balances it out.

In effect, the only thing my suggestion really changes, is that the banner will “follow” you around, rather then needing to be picked up and moved constantly.

Now, for the rant portion! (Small children, pets, and anyone allergic to sarcasm should avert their eyes)

Think about how annoying it would be if engineers had to place their kits on the ground like banners?
-1 second cast time to summon them on the floor nearby.
-1 second delay to pick them up. And that’s IF your F key does that, instead of looting a body, or talking to an NPC, or trying to harvest a node, or operating siege, AND it doesn’t glitch out and send you auto-running uncontrollably for 3 seconds instead of picking up your kit.

And what if you have to emergency dodge roll away while not holding the kit? It’s left on the ground over there, where you were. Want to use it again? Sure, just spend the time to run back to where it was midfight, and pick it up again. I sure hope it doesn’t force you auto-run for 3 seconds yet again, while people are beating the crap out of you!
But no worries, the PvP in this game requires characters to have almost no mobility, right?

Oh, mr engineer, did you leave your kit behind? No worries, just wait a few minutes, you can resummon it on the ground nearby eventually and start the whole cycle over again.

Oh! Did you want to have TWO kits and switch seamlessly between them? Sure, just place both on the ground, casting each one individually, and then pick them up (suffering the F priority and auto-run glitch) individually whenever you want to switch.

Oops, some random WvW guy grabbed your kit and ran off with it.
Oops, you got knocked back and your kit is over there, behind those two guys trying to kill you.
Oops, when trying to drop your kit, it changed to your secondary weapon and locked you there for 9 seconds, when what you REALLY need is primary right now.
Oops, you’re immobilized JUST out of reach of your precious kit.
Oops, this is a highly mobile fight, with lots of AOE rings everywhere. Guess those kits you left behind don’t help much.

Fellow Banner Warriors, Rally to Me!

in Warrior

Posted by: Dand.8231

Dand.8231

Ok, could everyone try to keep this civil? I really dont want to have the thread hijacked like this, or worse, locked.

Wintersdays will be full of wonder (Feedback)

in Wintersday

Posted by: Dand.8231

Dand.8231

The dungeons were simple, goofy, and fun.
I got me 1 mini pet out of the potential 5, and I’m happy to have it.
The “run-amok” toy ventari made me lol, “all things have a right… to DIE”
The timing on the bell-event was so wonky I kept failing and just gave up.
Snowball Mayhem was my favorite, there’s nothing like turning yourself into a giant snowball and steamrolling people!
We managed to save all the toypocalypse Dolyaks in the very first game I played, we just built snow walls around the inner area, but it was a little tedious.
The Tixx reward bugged out on me but I re-logged and was able to open the chest. And the reward was all just a bunch of fun cosmetic stuff anyway.
I have a PvP Toy bag, so now I can bring presents and pain year round!
SNOWBALL FIGHT!

Overall, 8/10.

Fellow Banner Warriors, Rally to Me!

in Warrior

Posted by: Dand.8231

Dand.8231

lol @ warhammer picture. But yes, that’s more or less what I was picturing. Actually while we’re at it, think we could convince the ANet devs to give us some of that sexy power armor as well?

In all seriousness, I have given my idea a good deal of thought, and I think this change is just what banners need. It’s not even much of an actual buff, more like a QoL (Quality of Life) buff. The fact that I dont see any real negative feedback (yet) is also encouraging!

Fellow Banner Warriors, Rally to Me!

in Warrior

Posted by: Dand.8231

Dand.8231

Among the many issues warriors seem to have, today my crusade revolves around banners!

Now banners are highly useful, I am not denying that. Providing AOE bonuses, an active banner-specific-2, and the ability to place them for your allies to use makes it a great coordination/teamwork ability. You can take advantage of combo fields, and use them to change the tide of battle.

However, the current version of banner can be a bit tedious and clunky. You have to pick up a banner constantly to use it’s abilities, and then drop it to resume combat. Got multiple banners? Prepare to spend time summoning each one, only for them to be left behind constantly in mobile events, dungeons, WvW, or sPvP.

On top of the fact that picking up a banner wastes time, it’s complicated by three other issues/bugs…

1. Attempting to pick up a banner when moving will often cause your character to autorun for about 3 seconds. During this time, you cannot stop, or change direction. I have been forced-run into AOE death rings, off ledges and cliffs, and in general lost valuable time in combat. This seems to be a general GW2 issue with picking up any item while moving, but as a banner warrior, it hits hard and frequently.

2. When doing the ~ quick-swap-drop on a banner, it will sometimes refuse to drop after a single ~ press. Pressing it a second time will drop the banner, and switch me to my secondary weapon and incur a swap-cooldown. Meaning im stuck on that weapon for the next 9 seconds. (Or sometimes less now that fast hands seems to be more reliable)

3. Banner 1 does less damage then most melee weapon 1’s, which is fine by itself, but it also hits only a single target, instead of 3. This means you almost never want to be holding it unless you have an immediate reason to.

I propose that Banners be changed to work using a toggle on/off system not unlike an engineers toolbelt.

-Each individual banner still takes up a single utility slot as usual.

-When toggled on, your character wields the banner in their hands just like when it’s currently held. It can be dropped with ~ or 5-slammed, and picked up by allies.

-If dropped or slammed, it starts a 60 second cooldown on your banners utility skill. At the end of the cooldown, the banner vanishes and is returned to your back. Picking it up, clears the cooldown. This is mainly to prevent “losing” the banner for more than a minute at a time.

-When toggled off, the banner sits on your back, providing the typical AOE bonus.

Yes, you can have 3 banners on your back (or visually, 1 pole with 3 flags) and gain the bonuses from all 3. So what? You can currently have 3 banners on the ground, and get the bonuses from all 3. All this changes is the location and management of the banner(s).

Yes, this means 100% banner uptime. That’s fine. The AOE bonuses are nice but small, and do not stack with other banners of the same type. And even if two 90’s end up being too strong, just slightly rebalance the stats. Instead of90 for 90 seconds every 120 seconds (66% uptime currently), it could be +60 with 100% uptime.

Yes, the banner trait, which reduces CD by 20%, would be useless. ANet could instead have the trait buff the passive bonuses.

No, I don’t count our elite banner amongst this post. I can’t think of a good way to make that feasible, due to the long CD and powerful battle-rez when summoned. Maybe one of you can?

This is a semi-repost of mine from another thread. All constructive comments or criticism are welcome.

I love my hammer...

in Warrior

Posted by: Dand.8231

Dand.8231

The damage trait is also rather iffy.

You’re really not hitting disabled targets that often.

Spinebreaker, for example, hardly knocks the enemy down long enough for you to even get one hit in on them as they are disabled.

Agreed. I personally think it should be changed to +10% damage, and an additional +15% damage against disabled targets.

And the 1-1-1 third hit should have SOMETHING. Either a blind, or a 33% blast finisher… something.

Snowball fiiiiight!

in Wintersday

Posted by: Dand.8231

Dand.8231

Petition to keep the Snowball fight mayhem around!
/signed

Would you choose hammer over greatsword?

in Warrior

Posted by: Dand.8231

Dand.8231

Greatsword also stacks vulnerable, which increases everyone else’s damage by about 4% on average. That alone is huge. Hammer on the other hand, can routinely keep enemies slowed and stunned.

So yes, the standard answer is correct: Hammer for defense and control. Greatsword for making things die.

Wrongbow

in Warrior

Posted by: Dand.8231

Dand.8231

Crackshot Rifle: 20% CD and piercing shots
Merciless Hammer: 20% CD and extra damage vs disabled
Forceful Greatsword: 20% CD and gain might on a crit
Sundering Mace: 20% CD and extra damage vs weakened
Shield Master: 20% CD and +toughness when using shield
Inspiring Banners: 20% CD and large AOE
Quick Breathing: 20% CD and warhorn converts conditions

Burning Arrows: Extra damage versus burning foes
Strong Bowstrings: Increase range from 900 to 1200

You get the idea. We’ve been down this road before. Why does longbow still require a trait just to have the same range as a baseline rifle?

Base range should be moved up to 1200. The Burning Arrows should also reduce CD by 20%. Stronger bowstrings should be replaced or removed.

Thoughts?

Why aren't banners a backpack utility?

in Warrior

Posted by: Dand.8231

Dand.8231

I kind of always wondered about this myself. The current version of banner is a bit tedious. You have to pick up a banner constantly to use it’s abilities, and then drop it to resume combat.

Picking up a banner wastes time, and is complicated by two other issues/bugs…
1. Attempting to pick up a banner when moving will often cause your character to autorun for about 3 seconds. During this time, you cannot stop, or change direction. I have been forced-run into AOE death rings, off ledges and cliffs, and in general lost valuable time in combat.
2. When doing the quick-swap-drop on a banner, it will sometimes refuse to drop after a single ~ press. Pressing it a second time will drop the banner, and switch me to my secondary weapon and incur a swap-cooldown. Meaning im stuck on that weapon for the next 9 seconds.

There’s also the fact that banners can be easily left behind during mobile combat. Being forced to roll out of an AOE ring, or having a zerg/bossmob barreling towards you like a train means your banner is left behind and forgotten. Therefore, I fully support Warriors being able to wear a banner on their back. I suggest it be done as such…

-Banners be changed to work like the engineer toolbelt, a toggle on/off.

-When toggled on, your character wields the banner just like when it’s currently held.

-When toggled off, the banner sits on your back, providing the typical AOE passive bonus. Yes, this means 100% uptime, which would be fine. Just slightly rebalance the stats provided. Instead of 90/90 for 90 seconds every 120 seconds (66% uptime), it could be 60/60 with 100% uptime.

-The banner trait, which reduces CD by 20%, could instead buff the passive bonuses by 20%.

-Yes, you can have 3 banners on your back (or, visually, 1 pole with 3 flags). So what? You can currently have 3 banners on the ground. All this changes is the location of the banner.

-You can still drop the banner on the ground with ~ or slam it with 5. This starts a 60 second cooldown/countdown, on your banner utility skill. At the end of the cooldown, the banner vanishes and is returned to your back. Picking it up, likewise clears the cooldown. (this is to prevent dropping and losing the banner, lol)

-Other players can still pick up the banner and use it, to them, it functions the same as always. Other warriors cannot “wear” a different warriors banner on their own back.

New siege and constructs. Ideas?

in Suggestions

Posted by: Dand.8231

Dand.8231

Defensive Wall: Exactly what it sounds like. An upsidedown-L shaped wooden wall. Obstructs enemy ranged attacks, and arrow carts. Suffers no damage from said attacks, but siege weapons do still cause damage.

Dolyak Reins: This dolyak can be leashed to most other siege, to make them mobile. Obviously Treb’s cannot be moved. The leashed Dolyak can then be led (or ridden?!) around, slowly transporting the siege. Movement speed is the normal dolyak march.

My thoughts on a few Warrior abilities

in Warrior

Posted by: Dand.8231

Dand.8231

I’d actually had a line about Fast Hands at first, but I figured bringing that up was just beating a dead horse.

Since we’re “weapon masters” I’d agree that fast hands should (work properly and) be baseline.

OR give us a choice between fast hands and triple swap. How sweet would that be?

My thoughts on a few Warrior abilities

in Warrior

Posted by: Dand.8231

Dand.8231

Healing Signet: It would appear to suffer from poor scaling. Its overpowered at low levels, and slightly underpowered at high levels.
Possible Fix: Make it scale a bit smoother. Make it benefit from +healing a bit more.

Adrenal Health: Same as Heal Signet, overpowered at low levels, and slightly underpowered at high levels. Also not affected by +healing, which is odd since thr trait line it’s in adds +healing.
Possible Fix: Make it a bit weaker baseline, but let it gain benefits from +healing.

Thick Skin: Extra armor above 90% health is just an odd trait, and also largely unhelpful. I wouldn’t say its outright broken, but it could be made more useful.
Possible Change: Increases armor the lower you are on health.

Greatsword Burst Skill: Again, not outright broken, but not overly useful.Possible Change: The description of the burst skill DOES mention an uppercut (upward slash?) so maybe change it to something like a knockdown or blowout?

Rifle Shot Obstruction: This is just frustrating, especially with walls in WvW. The longbow seems to have much better luck.
Fix: Not really sure exactly where the issue lies here, but it should at least be looked at.

Longbow Range: The stronger bowstrings trait should be baked into baseline warrior.

Hammer: The auto-swing 1-1-1 chain is a bit bland.
Possible Change: Add a status effect of some kind, or blast finisher 50%, onto the third swing.

I don’t pretend I’m always right, or that everyone agrees with me. Criticism and additional suggestions welcome!

I'm an aggro-magnet?

in Warrior

Posted by: Dand.8231

Dand.8231

Ever since I first started playing this game, I too, have been an insane aggro magnet.

Several event bosses, with 25+ other players around, have stuck to me LIKE GLUE. I can Kite, Dodge, Flee, etc, and the whole time, there are a dozen other targets furiously attacking the boss, many of which are melee, but NOPE, that mob only has eyes for lil ol me, shooting away with my rifle at range 1200.

I’m not complaining by the way, I actually find this to be quite funny, and strategically sound (or stupid on the bosses part). With two dozen players on the boss, he’s crippled/chilled/immobilized 100% of the time, trying to melee a high toughness target who can easily maintain 1200 distance and kite him in a large circle. It’s pretty much like a carrot-on-a-stick-treadmill.

The same thing happens in dungeons. In AC last run, the kool-aid troll was my best friend from start to finish, and I don’t think he made a single successful attack against me.

For the record, I run a high power/toughness build, so I hit like a truck, and take hits like a champ. I run GS/Rifle, and so when I’m getting focused by dangerous mobs in melee (read: always) I switch to rifle, and kite like a pro.

FotM, now no dynamic events happen.

in Dynamic Events

Posted by: Dand.8231

Dand.8231

I personally think the Fractals are fun, if a bit repetitive. But there are some issues with them, that should hopefully be easily fixable.

1. As the only source for the trump-everything ascended gear, many other bits of content that offer inferior exotic gear as a reward will simply be skipped.

Fix: Make fractals just one way to earn ascended gear, the same as you can get exotic gear from: Dungeon Tokens, Crafting, Rare Drops, Black Lion Auctions, etc.

2. The fractal level system makes finding a party an excessively difficult task. You need 4 people of the same level.

Fix: Allow anyone up to 5 (arbitrary number) levels lower then the top level guy, to participate at the highest level available. The rewards and difficulty will be at that level. Upon completion, everyone will be given a +1 level advancement. So a party has people at the following levels: 10, 10, 9, 8, 7. Everyone can participate in level 10, and once completed, everyone would be: 11, 11, 10, 9, 8.

3. Fractal Disconnects suck. The other night, my game disconnected me right near the end of the 3rd fractal. No reward, no advancement to the next level, and my party couldn’t manage to 4 man it so they gave up after a few attempts as well.

Fix: Allow people to rejoin their parties fractals after a crash or disconnect.

Lost Shores event compensation?

in Dynamic Events

Posted by: Dand.8231

Dand.8231

I just got and immediately opened my chest. No luck getting a precursor from mine, but thats RNG for ya!

@Anet: Thanks for keeping your word, and resolving this issue. It certainly too longer than I’d hoped or expected, but I’m quite happy with the end results.

Karka email from GW2

in Dynamic Events

Posted by: Dand.8231

Dand.8231

I just got my chest in the mail a few minutes ago, several hours after the first people started getting them.

Seems they are sending them out in waves, so I would suggest being patient for a short time. Their plan is probably not to blow up their mail server by sending out several thousand at once.

@Anet: Thanks for keeping your word, and resolving this issue. It certainly too longer than I’d hoped or expected, but I’m quite happy with the end results.

Burst Forth!!

in Warrior

Posted by: Dand.8231

Dand.8231

Having addressed the troll, I thank the rest of you for disagreeing in a more civilized manner.

@Thor: I had actually considered the whole tradeoff between using or sitting adrenaline, but as it stands, I see way more people sitting it.
@Oglaf: I’d agree that earthshaker is our best designed burst skill.

The problem COULD just be as simple as “the other burst skills suck too much to make them worth losing the passive bonuses” with Greatsword being the best example, but I would rather see the entire mechanic reworked and made a little more compelling and fun.

Burst Forth!!

in Warrior

Posted by: Dand.8231

Dand.8231

Quit whining because the class doesn’t favor your chosen strategy as much as you would like, and yes, claiming something is broken outright when it works just fine based on statistical popularity is whining pure and simple.

Well I ironically rolled out the welcome mat for “Enragedflametrollposts” and sure enough, I got my wish!

In all seriousness Rollingbob, try to exercise a little restraint, and put some thought into things. Re-read my original post. Does it REALLY look like im “whining, pure and simple” or could it be that maybe, JUST MAYBE, I see the potential to improve upon both the mechanics and general enjoyment of a class?

I prefaced the entire thing with “this is my opinion” not to state that obvious fact, but rather to remind everyone that no opinion is right or wrong.
The class mechanic is not necessarily broken just because I feel it could be improved.
And I’m not a whiner just cause you feel the need to flame a legitimate thread.

Burst Forth!!

in Warrior

Posted by: Dand.8231

Dand.8231

This thread is to address what I consider to be a flawed concept and mechanic, and attempt to make it more “fun.” Obviously this is my opinion. Others may disagree.

What is this flawed concept and mechanic? The Reverse Synergy that exists between the following:
1. Adrenaline
2. Adrenal Traits (Regen, Power, Crit, Strikes)
3. Burst Skills
4. Burst Traits
5. Misc Skills (Rage, Heal Surge)

Under the current system, we are encouraged to SIT on our adrenaline, rather than spend it for most burst skills. This is largely due to the passive traits that buff us when Adrenaline is full. We can gain: +12% damage, +9% Crit, and +360 hp regen/3sec, just by NOT using our burst mechanic.

Some burst skills (killshot, hammer AOE stun) can be quite powerful, and worth using. Others (sword, greatsword) are only as good as, or weaker then regular attacks, and rarely see use since they’ll result in the loss of the passive trait bonuses.

This is reverse synergy, and a common and unfortunate practice is to simply forget about adrenaline entirely.

HERE is a proposed solution I think would make adrenaline more usable, fun, and yet not disrupt the current level of balance warriors have.

-Remove the passive trait bonuses that encourage sitting on a full adrenal bar. That means a removal of 12% damage, 9% crit, and 360 hp/3sec regen. Stay with me here.

-Roll in HALF of those bonuses to Warriors BASELINE, linked to adrenal in the same fashion. 6% damage, 4.5% crit, and 180 hp/3sec at level 3 for example.

-In those now empty trait positions, place new traits that encourage the use of adrenal skills, and grant small bonuses for doing so. In place of berserkers power, for example, a trait that adds several stacks of might upon using burst. In adrenal regen, a trait that adds regen. One for a short lived fury boon in place of heightened focus.

-Rework some of the less useful Burst skills. I doubt many warriors would complain that Killshot or Earthshaker is useless. But the Greatsword burst adds fury, and warriors can already get fury from a dozen other sources. Perhaps replace it with a blowout (it is described as an uppercut/slash?) or other cool effect?

-Change Disciplines Brawn to “Enhance.” Have each burst skill be affected by “enhance” in a different way. For example, increasing Earthshakers stun duration would be insane and OP. But adding 1 stack of confusion per 5 points of enhancement, however, could be cool. For Longbow, Enhance could increases Burst AOE duration, and so on.

Thoughts? Opinions? Enragedflametrollposts?

Dungeon finder, will we get one?

in Suggestions

Posted by: Dand.8231

Dand.8231

I dont think we need something as complicated as that.

Instead, they could add simple Dungeon Specific Chat Channels. Can be joined/left anywhere at any time, and have greatly reduced spam restrictions.

Although, when more ascended gear gets released, we probably wont see people doing the other dungeons much anyway….

Lost Shores: DC/Bugged Reward Compensation

in Dynamic Events

Posted by: Dand.8231

Dand.8231

Still waiting.

I was strongly considering buying a mess of gems this black Friday during the sale, but I decided that I am going to refrain from making any real money purchases at all, till this issue is resolved as promised.

Lost Shores: DC/Bugged Reward Compensation

in Dynamic Events

Posted by: Dand.8231

Dand.8231

Still no word ANet? We’re not asking you to magically make the reward appear now, we’d just like to know you have not forgotten and are still working on a fix.

Lost shores DC

in Dynamic Events

Posted by: Dand.8231

Dand.8231

The Mad King event was clean, simple, and fun.

Proper event execution, and fun, functional gameplay, will always trump a complex but sloppy and (probably) expensive event.

Lost Shores: DC/Bugged Reward Compensation

in Dynamic Events

Posted by: Dand.8231

Dand.8231

When are the players who were disconnected near or at the end of the event, going to be given their chest rewards?

It was stated by an Anet dev here on the forum, that compensation for disconnected players was being discussed and considered.

Can we have some kind of update? ETA? Criteria used to determine who is, and isn’t eligible for said rewards?

In addition, heres my story of the event:
I was at work till 5 PM on sunday. Luckily, an altruistic player was sitting around with party members in an uncompleted overflow, shouting and sending party invites to anyone who’d missed. Thanks to him, I was able to squeeze into an overflow, that had only just begun the event, and our group lept into the fray, escorting the lions arch team!

At the 2 hour mark, the entire overflow server crashed and booted everyone. MOST of us got back in. I got dumped in a different overflow, but was able to join my new buddy in the original. Thankfully the event did not reset, and we were able to resume the 2nd reinforce phase. Not everyone was so fortunate. Many were left stranded in other overflows and unable to continue.

Turns out we were no better off, cause we played through almost the entire final hour of the event, and were chasing the Ancient Karka into the nest, when the entire overflow was disconnected. The event reset and vanished. Not a single person got the chest reward.

Lost Shores Feedback Thread

in Guild Wars 2 Discussion

Posted by: Dand.8231

Dand.8231

Excellent post. I feel as if I could have designed a more accessible and less bugged event on a bar napkin.

Lost Shores Feedback Thread

in Guild Wars 2 Discussion

Posted by: Dand.8231

Dand.8231

Friday: I work 9-5 PM EST, like many do and thus was not available to participate in the event. I was under the impression that it would continue to repeat throughout the day, and upon logging in, was very disappointed to find that I had missed the boat due to my job.

So I chatted with a few of the event NPC’s to try out the storyline chain instead. After talking to Blingg, and muting my volume as a result of his infinite loop shouting, I made my way over to Hanto Trading Post, but found myself unable to progress. Frustrated, I found out from another player, and several guildies, that the NPC was bugged. I gave up on the event for now.

Saturday: I logged in and checked the trading post again, with the same results, and so I decided to hear to the locations where the Karka attack events were occurring. There was a rather large group of players camped out, so I grabbed a drink and a book and set up camp myself.

After roughly 2 hours of waiting, still no attack. Half the players had given up and left, and the other half were quite clearly agitated, to which I can relate. A friend who was camped out elsewhere, reported the attack never occurred there either. Looks like saturday was a wash too.

Sunday: Again, the event is held only once, and so early that, by the time im home from work, it’s already over. Needless to say, I’m rather frustrated at this point. So far the event has consisted of missing the intro, having several bugged middle phases, and missing the finale. I get to watch in town as people link awesome looking exotics, 20 slot bags, and legendary precursors.
Fankitteningtastic.

BUT WAIT! Lo and behold, a friend invites me to party! He’s found an overflow where the event has not been completed! In fact, it’s JUST getting started! I pop on over, and leap into the fray, and the event progresses for about 2 and 1/2 hours. The battle is like one big marathon, so many giant crab monsters, with so much health, who somehow self heal instead of dying the first time!

At one point, the server crashes and boots everyone from the overflow! I was added to a different overflow, but a few lucky friends logged back into the same overflow, and I was able to rejoin them. Had I not had someone I knew there to join off of, I would have been SOL. I’m sure at least a few people got screwed and were unable to rejoin that overflow. But we grind our way through it, and are nearing the VERY end, when the following message appears…

New build available. Your game will restart in 3 minutes.

TL:DR: ANet, are you kittenING SERIOUS?!

Disconnected at the final phase! [Merged]

in The Lost Shores

Posted by: Dand.8231

Dand.8231

Got booted as we were getting near the end of the event myself. Didn’t get kitten

New build available

in Guild Wars 2 Discussion

Posted by: Dand.8231

Dand.8231

4 hours of my life wasted and didn’t even get to finish event once..

New build available

in Guild Wars 2 Discussion

Posted by: Dand.8231

Dand.8231

Wow. Was working when the event happened. Spent all day, and FINALLY got to an overflow where the event was going… and after a few hours of the event, RIGHT at the end.. NEW BUILD?!

SERIOUSLY?!

Lost Shore Event - No Reward [merged]

in The Lost Shores

Posted by: Dand.8231

Dand.8231

Restart the event and just block people who already looted the chest ? Simple no ?

Warrior Hammer vs. Ele Hammer

in Warrior

Posted by: Dand.8231

Dand.8231

I’d say you’re comparing apples and oranges here.

That being said, the hammers auto1 is a bit bland. Sword bleeds, Gun bleeds, Greatsword stacks vulnerable, Mace adds weakness. Longbow is bland but a two-shot 20% finisher, and heck, even the Axe at least multi-attacks.

Some suggestions for the Hammer’s 3rd chain?
Blast finisher 20%, and maybe chill for 1 second? Or Weakness for 2 seconds?

Warrior changes in 15th Nov patch.

in Warrior

Posted by: Dand.8231

Dand.8231

I don’t see why all my fellow warriors keep getting upset by the lack of buffs. I’m more or less fine with the class balance at the moment. Especially since thief just got a (badly needed) balance pass.

I’m more irritated by the lack of BUG FIXES for Warrior.

I DID however notice that last AC run, I could actually hit the Gravling mounds. My GS 5 was actually hitting players in PvP. Bulls charge never glitch-missed for an hour straight.

I’m more concerned with max 5 target heals. What about when im partied with a Mes, Necro, Ranger? Are my shout heals going to hit 2 clones, 2 minions, and a pet?

FPS System Differences Information

in Account & Technical Support

Posted by: Dand.8231

Dand.8231

Here’s my gaming rig! I think I built it back in 2008, initially running WinXP. It was really kittening awesome back then, and it’s been chugging away faithfully ever since.

Operating System: Windows 7, 64-bit, Special (See Below)
Processor: AMD 6400+ (3.2 GHz Dual Core, not OC’d currently)
Memory: 4096MB RAM
Graphics Card: NVIDIA 9800 GT

I routinely get smooth gameplay and high (50-60) framerates everywhere in the world. Only in WvW Zergwars, does the FPS drop. Medium sized zerg vs zerg can still be easily played at around 30-40 FPS. Applications, and even other games that list my system spec’s as the minimum, all fly, even when things get busy on-screen.

So why can I pull that off with an old kitten rig? Crazy levels of System Optimization!

1. Check your drivers, especially graphics! UPDATE!

2. Open your system up and clean it! Canned Air!

3. Extra Cooling! I have several different cooling systems in my case designed to keep air flowing.
-2 medium fans devoted to the 4 hard drives
-A powerful high RPM fan providing intense additional airflow across the graphics card
-CPU fan was upgraded greatly
-Several neon-light case fans at strategic locations to enhance airflow. Also to look pretty.

4. Network optimization! Most Windows installs will sit on network data packets till it accumulates several, and then send them all at once. Great if you want to cut down on network chatter. Bad if you want to dodge that split-second attack.

5. Faildows! My install of Windows 7 has been specially tweaked, and stripped down to be a barebones gaming OS. After the usual BIOS stuff, it takes only a few seconds to reach a desktop. For kicks, I made a small script that can turn this “barebones” configuration off and run Win7 normally if I ever needed to for some reason. Doing so greatly hurts my FPS.

Moral of the story? Having great hardware doesn’t help if all of it’s power is being sapped or wasted by bad drivers, overheating-throttling, or a bloated OS!

5 Nation's of Animation

in Suggestions

Posted by: Dand.8231

Dand.8231

Something that I’ve always struggled to understand, is the way MMO’s have always handled animations. From swinging a sword, to casting a spell, dancing up a storm, or merely standing idle, the animations all seem to be segregated by race/gender.

Go outside (in real life), turn on the TV, or just people-watch for a bit. Everyones mannerisms are different. No two people stand quite the same. Individuals dancing can be anywhere from hilarious to horrifying. Unfortunately/Thankfully not a lot of people run around in public whipping around a Zweihander, but if they did, their individual swings would be different as well.

The point I’m getting at is, instead of having a set animation on a per race/gender basis, why not create the ability to customize your characters movements to suit your personal taste?

Each character would start only with their default animations. But in the same way we can transmute gear to customize our look, or collect dyes to color our armor, we could be able to unlock new animation types. You could even pick and choose, mix and match. Do you like the Norn Male idle stance, but the Human Male Greatsword stance? No problem! Want to add the Human Female dance into that mix? Probably not… but you could!

Animations could be a reward from: Major Events, Achievements, Random Drops (scrolls that teach ‘fighting styles’), Discoverable challenges on the Map, Black Lion Chests.

I understand that sometimes, certain models do not handle certain animations well. Clipping may occur. The Charr present the biggest problem, but the Asura might run across some trouble too. That’s where racial specific animations come in to play. Another limitation might be that you have to pick a single animation on a per-weapon basis, due to the way the swings flow and chain, and transition to and from a running, idle, and swinging stance.

Regardless, this would add a HUGE level of character customization not often seen in other MMOs, clear up 99% of animation complaints, and has the added benefit of turning a profit.

Because, ANet, if you need some incentive…. well just remember your Gem Market. You can also create and sell unique animations, or short-cuts to unlock standard animations. Anything that’s purely cosmetic is fair game for the Gem Market as far as many players are concerned.
Cha-ching, amirite?